Releases: SupremeCommanderMaps/SurvivalVersus
Releases · SupremeCommanderMaps/SurvivalVersus
v5.14.0
Final Rush Pro 5
New lobby options
- Added Survival Difficulty option (which can be used in both Survival Classic and Survival Versus)
- Added Auto Reclaim option (or rather made it work with recent versions of FAF)
- Added Spawn Delay option (survival modes only)
- Added options to specify T1, T2, T3 and T4 Spawn Frequency (survival modes only)
- Added options to specify T2, T3 and T4 Spawn Delay (survival modes only)
- Added option to specify the Health Increase of the spawned units (survival modes only)
- Added option to specify Random Event Frequency (survival modes only)
- Added option to specify Bounty Hunter Frequency (survival modes only)
- Added option to specify Bounty Hunter Delay (survival modes only)
- Added option that allows turning Aggression Tracking (punishing of fast tech, ACU in mid, etc) off (survival modes only)
- Fixed the MML restriction option (it did not show up in the lobby) (survival modes only)
- Fixed the T3 Mobile Arty restriction option (it did not show up in the lobby) (survival modes only)
- Fixed the Sniper Bot restriction option (it did not show up in the lobby) (survival modes only)
- Added option that allows turning all player air units on
- Added option that allows disabling event notifications
Extra option values:
- Added additional possible values to the Auto Reclaim option
- Added additional possible values to the Player Tech Delay option
Other lobby improvements:
- Changed default values of the lobby options to what most people expect
- Improved the wording of all option titles and descriptions
- The Player Air restriction option now applies to all game modes
- Added description of the game modes to the map description visible in the lobby
Survival modes
- Random events now spawn units for both teams rather than one random victim
- Bounty Hunters now spawn for both teams rather than one random victim
- Random events now match the land unit tech level and stop spawning lower tech units as they get obsolete
- Added T2 Gunships and Fatboy random events
- Random event units now only spawn for players that are still in game (rather than glitch and sit idly in the center)
- Bounty Hunters will now attack targets in the bottom team (rather than glitch and sit idly in the center)
- All Bounty Hunters now teleport out once their target has been killed (rather than a few glitching and remaining)
- Improved target areas selection of random event units
Paragon Wars mode
- Paragon Wars now works properly when playing with less than 8 players
- The Paragon Activator and civilian base now spawn in the exact center of the map (rather than deviating randomly)
- The civilian base is now symmetrical (rather than constructed randomly)
- Units will no longer automatically fire on the (indestructible) Paragon Activator
- The Paragon Activator now takes more build power to capture (multiple seconds with SACU, instead of near instant with T1)
Internal changes
- Dropped Final Rush UI and dependence on the FinalRushPro3 mod
- Refactored the codebase from procedural to object orientated
- Cohesive sets of code now have their own modules
- Global/static scope is now avoided where possible and dependency injection is used
- Moved the codebase into Git
- Added a limited number of automated tests
- Added README with installation instructions and release notes
- Set up continuous integration via TravisCI